The New/Redone Monsters Thread

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schpeelah
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Post by schpeelah »

Why is the dementor "kissing" at range instead of having a ranged Drain Happiness and a pinned-in-grapple Kiss, like vampire blood drain? Why a Silence effect instead of just a high Move Silently (it has Int and should have skills)?

You forgot to specify they are blind. The fact that they separately have Soulsight, Blindsight and Telepathy with different ranges is pretty weird.

You are using Crushing Despair for much of the despair the Dementors are supposed to spread, despite the fact that it's a really bullshit spell.
Last edited by schpeelah on Fri Feb 27, 2015 6:24 pm, edited 1 time in total.
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Post by Wiseman »

Thri-Kreen Hunter
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Size/Type: Medium Monstrous Humanoid (Psionic)
Hit Dice: 2d8+3d10
Initiative: +5
Speed: 40ft. (50ft. through desert)
Armor Class: 21 (+3 natural, +3 studded leather, +5 dexterity)
Base Attack/Grapple: +5/+10
Attack: 4 Mwk Longswords +11 (1d8+5) or Two Composite Longbows +11 (1d8+5) or Bite +6 (1d6+5+poison)
Full Attack: 4 Mwk Longswords +11 (1d8+5) or Two Composite Longbows +11 (1d8+5)
Space/Reach: 5ft./5ft.
Special Attacks: Psi-Like Abilities, Poison
Special Qualities: Scent, Immunity to Sleep, Leap
Saves: Fort +7 Reflex +11 Will +8
Abilities: Str 20 Dex 20 Con 16 Int 10 Wis 15 Cha 8
Skills:
Feats: Multiweapon Fighting, Wolfpack Tactics, Track, Desert Commando
Environment: Warm Deserts
Organization: Pair, Hunting Party (3-12), Clutch (20-50) or Tribe (20-200)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Lawful Neutral
Advancement: By Class Level: Favored Classes (Fighter and Ranger)
Level Adjustment: +0

Thri-Kreen are the apex desert hunters. They do not sleep. They are fearless and merciless in combat, and they never abandon a quarry once they pursue it. Thri-Kreen are almost completely alien to other races. They have a very strong pack mentality, to the point where the individual matters almost nothing. The pack or "clutch" seems to act as almost a single entity. A Thri-Kreen would sacrifice itself for the good of it's clutch without a second thought.

Combat:
Thri-Kreen almost always attack in groups, killing their opponent beneath a frenzy of weapon strikes. When hunting they are in constant telepathic communication with each other, perfectly coordinating their movements to surround and trap their prey.

The above stats are for a Thri-Kreen Fighter 3

Leap (Ex): A Thri-Kreen has a +30 racial bonus to jump checks, and are always treated as if having a running start.

Poison (Ex): Bite (FortDC15) 1d6 Dex/Paralysis 10 min. Once used, this can't be used again for 1 hour./

Psi-Like Abilities: Mindlink 3/day: Chameleon, Know Direction, 1/day: Metaphysical Claw, Displacement
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by OgreBattle »

What does the thri-kreen look like as a PC?
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Post by Wiseman »

Same race as presented in dragon magazine.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Yuki-on-na
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Size/Type: Medium Fey (Cold, Youkai)
Hit Dice: 6d6 (25hp)
Initiative: +9
Speed: 30ft. Fly 60ft. (Good)
Armor Class: 20 (+5 dexterity, +6 deflection)
Base Attack/Grapple: +6/+6
Attack: Cold Touch +11 (3d6+3)
Full Attack: 2 Cold Touches +11 (3d6+3)
Space/Reach: 5ft./5ft.
Special Attacks: Cold Touch, Spell-Like Abilities, Heat drain
Special Qualities: Fey Traits, Snow Sight, Snow Movement,
Saves: Fort +2 Reflex +10 Will +8
Abilities: Str 10 Dex 20 Con 10 Int 20 Wis 17 Cha 22
Skills:
Feats: Ice Walker, Deep Freeze, Improved Initiative
Environment: Cold Mountains, Hills, and Forests
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Chaotic (Any)
Advancement: By Class Level
Level Adjustment: +0

A yuki-on-na has the appearance of a beautiful woman. These fey live in distant, snowy mountains. Some are benevolent, and will help lost travelers find their way through the mountain, while others will beguile them, luring them into intimacy and draining their heat with a kiss.

Combat:

Heat Drain (Su): A Yuki-on-na has the ability to drain the heat out of another creature with a kiss. Should the target be unwilling, the Yuki-on-na must succeed on a grapple check to place their kiss. If successful, the target must make a Fort Save (DC19) or take 1d6 points of Con drain and become helpless for 1 round. The Yuki-on-na heals 5 hp per point of con taken. If it is already at full HP it gains the excess as temporary HP to a maximum of it's normal HP total. The save DC is Cha based.

Cold to the Touch (Su): A Yuki-on-na deals an extra 3d6 (1d6/2CR) cold damage with any melee attack or touch. This damage is also dealt to any creature that grapples them, strikes them with natural weapons, or otherwise comes into contact with them. The Yuki-on-na can suppress or resume this as a free action.

Psi-Like Abilities: (Save DC19) At Will: Energy Ray (cold only), Energy Bolt (cold only), Energy Ball (cold only), Energy Cone (you know the drill),

Snowsight (Ex): As the spell.

Snow Movement (Ex): A Yuki-on-na suffers no penalties from snow, ice or anything of the like.

Spell-Like Abilities: (Save DC19) At Will: Ray of Frost, Sleet Storm, Detect Thoughts, Charm Person, Freezing Fingers, Disguise Self, Tongues, Comprehend Languages, Daze Monster, Polar Ray, Control Temperature (Colder only), Move Snow and Ice, Icicle, Widened Control Weather (winter weather only, regardless of season),
Last edited by Wiseman on Mon Feb 03, 2020 2:07 am, edited 5 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Ice Paramental
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Small Ice Paramental
Size/Type: Small Elemental (Cold, Extraplanar,)
Hit Dice: 2d12+6 (20 hp)
Initiative: +0
Speed: 20ft. Ice Glice: 20ft.
Armor Class: 15 (+1 size +4 natural)
Base Attack/Grapple: +2/+1
Attack: Ice Strike +6 (1d6+3)
Full Attack: 2 Ice Strikes +6 (1d6+1d6[cold]+3)
Space/Reach: 5ft./5ft.
Special Attacks: Cold to the Touch, Ice Strike
Special Qualities: Elemental Traits, Snow Movement, Snowsight, DR2/-
Saves: Fort+6 Reflex +0 Will +0
Abilities: Str 16 Dex 10 Con 16 Int 3 Wis 10 Cha 14
Skills:
Feats: Icewalker
Environment: Paraelemental Plane of Ice
Organization: Solitary, Pair, Group (3-10), or Swarm (11-30)
Challenge Rating: 2
Treasure: N/A
Alignment: Usually Neutral
Advancement: Medium Ice Paramental
Level Adjustment: +0

Absorb Cold (Ex): A Ice Paramental is healed on a point for point basis by cold damage. This does not apply to damage from other Ice Paramentals or cold dominant traits.

Cold Mastery (Ex): While both the Ice Paramental and it's opponent are in ice or snow, or in an environment with temperatures below freezing the Ice Paramental gains a +3 bonus to attack and damage, has the Edge and it's opponent takes a -3 penalty to attack and damage against it.

Ice Strike (Ex): The elemental shapes it's hands into weapons to attack. This may deal slashing, bludgeoning, or piercing damage at the elementals option, and may be changed with each attack.

Cold to the Touch (Ex): An Ice Paramental deals 1d6/3CR (round up) extra cold damage to anything it comes into contact with (other than another Ice Paramental). Any creature that grapples it, or strikes it with natural weapons takes this damage as well.

Snowsight (Ex): As the spell.

Snow Movement (Ex): An Ice Paramental suffers no penalties from snow, ice or anything of the like.

Medium Ice Paramental
Size/Type: Medium Elemental (Cold, Extraplanar)
Hit Dice: 4d12+16 (40 hp)
Initiative: +0
Speed: 20ft.
Armor Class: 18 (+8 natural)
Base Attack/Grapple: +4/+1
Attack: Ice Strike +9 (1d8+5)
Full Attack: 2 Ice Strikes +9 (1d8+5)
Space/Reach: 5ft./5ft.
Special Attacks: Cold to the Touch, Ice Strike
Special Qualities: Elemental Traits, Snow Glide, Snow Movement, Snowsight, DR5/-
Saves: Fort+8 Reflex +1 Will +1
Abilities: Str 20 Dex 10 Con 18 Int 5 Wis 10 Cha 14
Skills:
Feats: Ice Walker, Power Attack
Environment: Paraelemental Plane of Ice
Organization: Solitary, Pair Group (3-10) or Swarm (11-30)
Challenge Rating: 4
Treasure: N/A
Alignment: Usually Neutral
Advancement: Large Ice Paramental
Level Adjustment: +0

Absorb Cold (Ex): A Ice Paramental is healed on a point for point basis by cold damage. This does not apply to damage from other Paramentals or cold dominant traits.

Cold Mastery (Ex): While both the Ice Paramental and it's opponent are in ice or snow, or in an environment with temperatures below freezing the Ice Paramental gains a +3 bonus to attack and damage, has the Edge and it's opponent takes a -3 penalty to attack and damage against it.

Ice Strike (Ex): The elemental shapes it's hands into weapons to attack. This may deal slashing, bludgeoning, or piercing damage at the elementals option, and may be changed with each attack.

Cold to the Touch (Ex): An Ice Paramental deals 1d6/3CR (round up) extra cold damage to anything it comes into contact with (other than another Ice Paramental). Any creature that grapples it, or strikes it with natural weapons takes this damage as well.

Snowsight (Ex): As the spell.

Snow Movement (Ex): An Ice Paramental suffers no penalties from snow, ice or anything of the like.

Large Ice Elemental
Size/Type: Large Elemental (Cold, Extraplanar)
Hit Dice: 6d12+36 (80hp)
Initiative: +0
Speed: 30ft. Ice Glide: 30ft.
Armor Class: 23 (+14 natural, -1 size)
Base Attack/Grapple: +6/+18
Attack: Ice Strike +14 (2d6+2d6(cold)+9) Ice Shot +7 (1d6+2d6[cold])
Full Attack: Ice Strike +14 (2d6+2d6(cold)+9) Ice Shot +7 (1d6+2d6[cold])
Space/Reach: 10ft./10ft.
Special Attacks: Ice Strike, Cold to the Touch, Ice Shot
Special Qualities: Cold Mastery, Elemental Traits, DR10/-
Saves: Fort +11 Reflex +2 Will +2
Abilities: Str 28, Dex 10 Con 22 Int 6 Wis 10 Cha 14
Skills:
Feats: Ice Walker, Power Attack
Diehard
Environment: Paraelemental Plane of Cold
Organization:
Challenge Rating: 6
Treasure: N/A
Alignment: Usually Neutral
Advancement: Huge Ice Paramental
Level Adjustment: +0

Absorb Cold (Ex): A Ice Paramental is healed on a point for point basis by cold damage. This does not apply to damage from other Paramentals or cold dominant traits.

Cold Mastery (Ex): While both the Ice Paramental and it's opponent are in ice or snow, or in an environment with temperatures below freezing the Ice Paramental gains a +3 bonus to attack and damage, has the Edge and it's opponent takes a -3 penalty to attack and damage against it.

Ice Strike (Ex): The elemental shapes it's hands into weapons to attack. This may deal slashing, bludgeoning, or piercing damage at the elementals option, and may be changed with each attack.

Ice Shot (Ex): A large or larger Ice Paramental can shoot a shard of ice as a ranged attack. This deals either both piercing and bludgeoning damage and has a range increment of 50ft.

Cold to the Touch (Ex): An Ice Paramental deals 1d6/3CR (round up) extra cold damage to anything it comes into contact with (other than another Ice Paramental). Any creature that grapples it, or strikes it with natural weapons takes this damage as well.

Snowsight (Ex): As the spell.

Snow Movement (Ex): An Ice Paramental suffers no penalties from snow, ice or anything of the like.

Size/Type: Huge Elemental (Cold, Extraplanar)
Hit Dice: 8d12+56 (120 hp)
Initiative: +0
Speed: 40ft. Ice Glide: 40ft.
Armor Class: 26 (+18 natural, -2 size
Base Attack/Grapple: +8/+28
Attack: Ice Strike +16 (3d6+3d6[cold]+10) Ice Shot +6 (2d6+3d6[cold])
Full Attack: 2 Ice Strikes +16 (3d6+3d6[cold]+10) 2 Ice Shots +6 (2d6+3d6[cold])
Space/Reach: 15ft./15ft.
Special Attacks: Ice Strike, Cold to the Touch, Ice Shot
Special Qualities: Cold Mastery, Elemental Traits, DR10/-
Saves: Fort +13 Reflex +2 Will +2
Abilities: Str 30 Dex 10 Con 24 Int 6 Wis 10 Cha 16
Skills:
Feats: Ice Walker, Power Attack, Diehard
Environment: Paraelemental Plane of Ice
Organization: Solitary
Challenge Rating: 8
Treasure: N/A
Alignment: Usually Neutral
Advancement: Greater Ice Paramental
Level Adjustment: -

Absorb Cold (Ex): A Ice Paramental is healed on a point for point basis by cold damage. This does not apply to damage from other Paramentals or cold dominant traits.

Cold Mastery (Ex): While both the Ice Paramental and it's opponent are in ice or snow, or in an environment with temperatures below freezing the Ice Paramental gains a +3 bonus to attack and damage, has the Edge and it's opponent takes a -3 penalty to attack and damage against it.

Ice Strike (Ex): The elemental shapes it's hands into weapons to attack. This may deal slashing, bludgeoning, or piercing damage at the elementals option, and may be changed with each attack.

Ice Shot (Ex): A large or larger Ice Paramental can shoot a shard of ice as a ranged attack. This deals either both piercing and bludgeoning damage and has a range increment of 50ft.

Deep Freeze (Su): If a Huge or larger Ice Paramental succeeds on a grapple check it may encase the victim in ice, making them helpless. A successful Fortitude save (DC21) negates this. While encased, the victim takes the Paramental's Sheer Cold damage every round and on it's turns it may make a DC21 Strength or Escape Artist check to free itself.

Cold to the Touch (Ex): An Ice Paramental deals 1d6/3CR (round up) extra cold damage to anything it comes into contact with (other than another Ice Paramental). Any creature that grapples it, or strikes it with natural weapons takes this damage as well.

Snowsight (Ex): As the spell.

Snow Movement (Ex): An Ice Paramental suffers no penalties from snow, ice or anything of the like.

Greater Ice Paramental
Size/Type: Gargantuan Elemental (Cold, Extraplanar)
Hit Dice: 10d12+90 (170 hp)
Initiative: +0
Speed: 50ft. Ice Glide 50ft.
Armor Class: 28 (+22 natural, -4 size)
Base Attack/Grapple: +10/+35
Attack: Ice Strike +19 (4d6+4d6[cold]+13) Ice Shot +6 (3d6+4d6[cold])
Full Attack: 2 Ice Strikes +19 (4d6+4d6[cold]+13) 2 Ice Shots (3d6+4d6 [cold])
Space/Reach: 20ft./20ft.
Special Attacks: Ice Strike, Cold to the Touch, Ice Shot, Snow Veil
Special Qualities: Cold Mastery, Elemental Traits, DR10/-
Saves: Fort +14 Reflex +3 Will +3
Abilities: Str 36 Dex 10 Con 28 Int 8 Wis 10 Cha 16
Skills:
Feats: Ice Walker, Power Attack, Diehard, Breath of the Elements
Environment: Paraelemental Plane of Ice
Organization: Solitary
Challenge Rating: 10
Treasure: N/A
Alignment: Usually Neutral
Advancement: Elder Ice Paramental
Level Adjustment: -

Absorb Cold (Ex): A Ice Paramental is healed on a point for point basis by cold damage. This does not apply to damage from other Paramentals or cold dominant traits.

Cold Mastery (Ex): While both the Ice Paramental and it's opponent are in ice or snow, or in an environment with temperatures below freezing the Ice Paramental gains a +3 bonus to attack and damage, has the Edge and it's opponent takes a -3 penalty to attack and damage against it.

Ice Strike (Ex): The elemental shapes it's hands into weapons to attack. This may deal slashing, bludgeoning, or piercing damage at the elementals option, and may be changed with each attack.

Ice Shot (Ex): A large or larger Ice Paramental can shoot a shard of ice as a ranged attack. This deals either both piercing and bludgeoning damage and has a range increment of 50ft.

Deep Freeze (Su): If a Huge or larger Ice Paramental succeeds on a grapple check it may encase the victim in ice, making them helpless. A successful Fortitude save (DC24) negates this. While encased, the victim takes the Paramental's Sheer Cold damage every round and on it's turns it may make a DC21 Strength or Escape Artist check to free itself.

Snow Veil (Sy): If it wishes, a Greater or higher Ice Paramental can surround it's self with blinding snows in a radius out to 30 feet as a free action. Everything within 5 feet has concealment, and everything further has total concealment.

Cold to the Touch (Ex): An Ice Paramental deals 1d6/3CR (round up) extra cold damage to anything it comes into contact with (other than another Ice Paramental). Any creature that grapples it, or strikes it with natural weapons takes this damage as well.

Snowsight (Ex): As the spell.

Snow Movement (Ex): An Ice Paramental suffers no penalties from snow, ice or anything of the like.

Elder Ice Paramental
Size/Type: Gargantuan Elemental (Cold, Extraplanar)
Hit Dice: 12d12+120 (200 hp)
Initiative: +0
Speed: 60ft. Ice Glide: 60ft.
Armor Class: 30 (+24 natural, -4 size)
Base Attack/Grapple: +12/+39
Attack: Ice Strike +21 (4d6+4d6[cold]+15) Ice Shot +8 (3d6+4d6[cold])
Full Attack: 2 Ice Strikes +21 (4d6+4d6[cold]+15) Ice Shot +8 (3d6+4d6[cold])
Space/Reach: 20ft./20ft.
Special Attacks: Ice Strike, Cold to the Touch, Ice Shot, Snow Veil
Special Qualities: Cold Mastery, Elemental Traits, DR15/-
Saves: Fort +18 Reflex +4 Will +4
Abilities: Str 40 Dex 10 Con 30 Int 10 Wis 10 Cha 18
Skills:
Feats: Ice Walker, Power Attack, Diehard, Breath of the elements, Elemental Aura
Environment: Paraelemental Plane of Ice
Organization: Solitary
Challenge Rating: 12
Treasure: N/A
Alignment: Usually Neutral
Advancement: -
Level Adjustment: -

Absorb Cold (Ex): A Ice Paramental is healed on a point for point basis by cold damage. This does not apply to damage from other Paramentals or cold dominant traits.

Cold Mastery (Ex): While both the Ice Paramental and it's opponent are in ice or snow, or in an environment with temperatures below freezing the Ice Paramental gains a +3 bonus to attack and damage, has the Edge and it's opponent takes a -3 penalty to attack and damage against it.

Ice Strike (Ex): The elemental shapes it's hands into weapons to attack. This may deal slashing, bludgeoning, or piercing damage at the elementals option, and may be changed with each attack.

Ice Shot (Ex): A large or larger Ice Paramental can shoot a shard of ice as a ranged attack. This deals either both piercing and bludgeoning damage and has a range increment of 50ft.

Deep Freeze (Su): If a Huge or larger Ice Paramental succeeds on a grapple check it may encase the victim in ice, making them helpless. A successful Fortitude save (DC24) negates this. While encased, the victim takes the Paramental's Sheer Cold damage every round and on it's turns it may make a DC21 Strength or Escape Artist check to free itself.

Snow Veil (Sy): If it wishes, a Greater or higher Ice Paramental can surround it's self with blinding snows in a radius out to 30 feet as a free action. Everything within 5 feet has concealment, and everything further has total concealment.

Cold to the Touch (Ex): An Ice Paramental deals 1d6/3CR (round up) extra cold damage to anything it comes into contact with (other than another Ice Paramental). Any creature that grapples it, or strikes it with natural weapons takes this damage as well.

Snowsight (Ex): As the spell.

Snow Movement (Ex): An Ice Paramental suffers no penalties from snow, ice or anything of the like.

From the plane of absolute cold, this tall, humanoid creature is utterly – dangerously – frigid. Its body is translucent white, made of icy crystals covered in patches of frost. Piercing blue eyes peer out of deep sockets.

Long ago, the gods looked down upon the warring peoples of this land and were displeased. Wishing to contain their violence, the gods arrested time upon the battlefield, thinking to imprison those who fought there. But violence would not be so contained. It spread beyond its confines, contaminating other lands, and soon conflict was rampant once again. In their grief, the gods made a scourging blizzard to rage, and when the blizzard lifted, men looked to the skies and found they were alone. This fateful tumult is said to have given birth to the leshach entite.
Last edited by Wiseman on Mon Feb 03, 2020 2:07 am, edited 2 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Death Knight
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The one and only.
Death Knight is an acquired template that may be applied to any living corporeal creature of 6th level or higher.
Size/Type: Size is unchanged. Type becomes Undead with the [Dark Minded] subtype. All current and future HD become d12.
Armor Class: The death knight gains a +4 bonus to natural armor.
Attack: The death knight gains a slam attack (1d8 for medium) as a primary natural weapon. If it wields no other weapons, it may make iterative attacks with this.
Special Attacks:
Unholy Weapon (Su): Any melee attacks the death knight makes add 1d6/3 levels (round up) unholy damage.
Bonded Weapon (Su): As a standard action, the death knight may bond as many weapons as it is capable of wielding at once to itself. These weapons gain a +1 enhancement bonus per 3 levels (round up) and may be summoned or dismissed as a free action.
Rebuke Undead (Su): A Death knight gains the ability to rebuke undead as a cleric of his level.
Dark Magic: The death knight gains access to two fiendish spheres. At 11th, 16th, and 20th level it gains access to another.
Terrifying Presence: A Death Knight radiates an aura of soul crushing fear out to close range. All creatures in this area must make a will save (DC10+1/2HD+Cha) or become Panicked. The Death Knight can exclude creatures from this if it is aware of them.
Unholy Blast (Su): As a standard action, a death knight may fire a blast of pure unholy energy. This is a 30ft. burst out to long range that deals 1d8+1/level unholy damage with a Will save (DC10+1/2HD+Cha) for half damage. Non-evil characters who fail their saves are sickened for 3 rounds. Good characters who fail their saves are nauseated for 3 rounds. And creatures with the [Good] subtype whi fail their saves suffer 1 point of con damage per HD of the Death Knight. Once used, the Death Knight must wait 1d4 rounds before using this ability again.
Special Qualities:
Protective Aura (Su): Against attacks made or effects created by good creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the Death Knight. Otherwise, it functions as a double strength magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals Death Knight's level).
Unholy Toughness: A Death Knight adds it's Charisma modifier to hit points in place of constitution.
Turn Immunity: A Death Knight cannot be turned/destroyed or rebuked/commanded.
Abilities: Str +6 Dex +2 Int +2 Wis +4 Cha +4
Level Adjustment: 3 Item Slots

A death knight is a powerful evil creature. Some are born from curses, when a holy warrior betrays his code and falls to darkness. Others seek out the power of a Death Knight willingly, embracing the dark powers such a title comes with.

Death Knights typically lead legions of undead warriors in conquest or rule kingdoms filled with undead. Their power is so great that are often compared to their counterpart, the Lich.

A Death Knight possesses all the fighting skill it had in life, further augmented by it's unholy strength and dark magical powers. Many Death Knight's have a keen tactical mind, though they prefer to lead their armies from the front, as they typically have a love of combat and bloodshed.

"Fallen, they call me. Cursed by the gods, they say. But tell me. As I stand over you, blade at your throat, and undead legions at my back, do I seem cursed to you?"
Last edited by Wiseman on Wed Aug 15, 2018 7:01 am, edited 5 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Sky Bison

Post by Wiseman »

Sky Bison
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Size/Type: Huge Magical Beast (Air)
Hit Dice: 8d12 (110 hp)
Initiative: +3
Speed: 50ft. Fly: 100ft. (Good) Fly: 200 Ft. (Poor) Fly: 300ft. (Clumsy)
Armor Class: 20 (+3 dexterity, +9 natural, -2 size)
Base Attack/Grapple:+8/+26
Attack: Gore +16 (3d6+10)
Full Attack: Gore +16 (3d6+10)
Space/Reach: 15ft./15ft.
Special Attacks: Tailwind
Special Qualities: -
Saves: Fort +13 Reflex +9 Will +6
Abilities: Str 30 Dex 16 Con 25 Int 12 Wis 18 Cha 14
Skills:
Feats: Toughness, Power Attack, Diehard
Environment: Mountains
Organization: Solitary or Herd (10-50)
Challenge Rating: 8
Treasure: N/A
Alignment: Usually Neutral
Advancement: 12+ HD Gargantuan 16+HD Colossal
Level Adjustment: -

Sky Bison typically dwell in high mountains, secluded from the world. These herbivores travel in packs, and are very protective of their young, who cannot fly for the first few weeks of their lives. Rumor has it there's a group of air mages who form bonds with these creatures, riding them as companions.

Combat:

Tailwind (Ex): By swinging it's tail, a Sky Bison can duplicate the effects of a Gust of Wind save that the winds are hurricane force.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Pain Devil (Excruciarch)
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Size/Type: Medium Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 11d8+72 (130hp)
Initiative: +6
Speed: 40ft.
Armor Class: 26 (+5 armor, +6 dex, +5 natural)
Base Attack/Grapple: +11/+20
Attack: +3 Wounding Shock Spiked Chain +23/+23 (2d4+1d6[electricity]+1[con]+12) or Claw +20 (1d8+9)
Full Attack: +3 Wounding Shock Spiked Chain +23/+23/+18/+18/+18/+18 (2d4+1d6[electricity]+1[con]+) or or 2 Claws +20 (1d8+9)
Space/Reach: 5ft./5ft. (10ft. with spiked chain)
Special Attacks: Spell-Like Abilities, Maneuver-Like Abilities
Special Qualities: Baatezu Traits, Torturers Eye, Sadism, Pain Tolerance
Saves: Fort +13 Reflex +13 Will +12
Abilities: Str 28 Dex 22 Con 22 Int 20 Wis 20 Cha 22
Skills: Intimidatation +25
Feats: Advanced Spike Chain Proficiency, Agony's Caress, Bringer of Agony, Toughness
Environment: Nine Hells of Baator
Organization: Solitary, Pair, or Inquisition (3-6)
Challenge Rating: 11
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: By Class Level (Favored Classes: Fiendish Brute and Rogue)
Level Adjustment: +0

Excruciarchs are the torturers of hell, in charge of orchestrating the torturing of the damned souls. The Pain Devils of hell specialize in torturing every shred of memory and identity out of their victims, leaving them nothing but an almost mindless blob of pain and misery. Excruciarchs also serve as interrogators, breaking the wills of captured enemies.

Combat:

Sadism (Ex): For every ten points of damage an Excruciarch deals, it gains a +1 bonus to attacks, damage, checks, and saves that lasts for 1 minute. Every extra ten points of damage increases the bonus and resets the duration.

Pain Tolerance (Ex): A Pain Devil is immune to any harmful effect based on pain.

Torturer's Eye (Ex): A Pain Devil knows exactly where to strike to cause the most pain. Any creature who takes damage from a Pain Devil must make a fort save (DC20) or be nauseated for 1 round. The save DC is Int based.

Spell-Like Abilities: At Will: Inflict Critical Wounds, Cure Critical Wounds, Inflict Minor Wounds, Cure Minor Wounds, Arcane Mark, Prestidigitation, Major Image, Fear, Telekinisis, Symbol of Pain, Greater Teleport (Self plus objects carried only), Confusion, Bestow Curse

Maneuver-Like Abilities: At Will: Psychological Warfare, Bloodlust, Red Terror Strike, Whirling Scythe, 1/day: Devil in the Mirror, Spray of Red Mist

Skills: An Excruciarch recieves a +5 racial bonus to intimidate checks.
Last edited by Wiseman on Thu Jan 10, 2019 8:59 am, edited 3 times in total.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

So feedback time. Does anyone here use these monsters? And how have they worked for you if you do?
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by radthemad4 »

I was thinking about modifying an Age of Worms campaign so the Ghost Boy turns into a Cassisian cohort (only had two RL players), but the game died.

I've wanted to start a pbp here but haven't had time lately. I'll certainly be throwing in some of these, but I have no idea when I'm starting.

Your Coure Eladrin is better in every way than any PC sorcerer (even a Tome one). 2nd level Sorcerer casting, at will invisibility and minor image, flight, d8 HD, incorporealness, Magic Circle Against Evil, DR5/Iron, Evil, or Lawful all together are pretty crazy.
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Post by Wiseman »

Well that's been fixed. Honestly forgot it even had casting.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Pyromancer
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Size/Type: Medium Humanoid (Human)
Hit Dice: 6d8+12 (40hp)
Initiative: +2
Speed: 30ft.
Armor Class: 16 (+2 dex, +4 chain shirt)
Base Attack/Grapple: +4/+4
Attack: Fire Bolt +6 (6d6+5)
Full Attack: Fire Bolt +6 (6d6+5)
Space/Reach: 5ft./5ft.
Special Attacks: Class Features
Special Qualities: Class Features
Saves: Fort +7 Reflex +7 Will +7
Abilities: Str 10 Dex 14 Con 14 Int 12 Wis 15 Cha 21
Skills:
Feats: Lingering Magic, Infusion of Elemental Essence, Elemental Bodied
Environment: Any
Organization: Solitary, Pair or Squad (3-6)
Challenge Rating: 6
Treasure: Standard + Cloak of Charisma +2
Alignment: Any
Advancement: By Class level
Level Adjustment: +0

A pyromancer is a magician who focuses entirely on the manipulation of fire. Sometimes they recieve this power from Efreet ancestry, other times they just really like fire. Pyromancers often find employ in various armed forces, as terror units, burning their way through the enemy forces, destroying supply trains and burninating cities.

The above stats are for a 6th level Fire Mage

Combat:
The pyromancer will typically remain at a range, keeping out of the reach of melee attacks while bombarding their foes with destructive fire. If in a group, they will send others to keep the enemy at bay, if alone, they will continually move backwards, keeping a large amount of space between them and the enemy.

Fire Resistance (Ex): A Fire Mage has a Resistance to Fire equal to twice his level.

Fire Burst (Sp): As a standard action, a Fire Mage can emit a burst of flame from his body, striking all creatures and objects within 10' of his position except himself. This burst of flames inflicts 1d6 of fire damage, with an allowed Reflex Save for half (DC 10 + ½ Level + Charisma Modifier).

Fire Bolts (Sp): A Fire Mage can throw bolts of fire as an attack action. A Fire Bolt travels out to short range, and inflicts 1d6 of Fire damage per level. A Fire Bolt strikes its target with a ranged touch attack.

Impress Flames (Ex): Every time a Fire Mage inflicts Fire damage on any target, whether with his class abilities or another source of fire, he inflicts an amount of extra Fire Damage equal to his class level or his Charisma modifier, whichever is less.

Fire Magic (Ex): A Fire Mage is considered to have every spell with the Fire Descriptor on his spell list for the purpose of activating magic items.

Ignite (Sp): As a standard action, a 2nd level Fire Mage can cause any creature or object to burst into flame. A creature on fire suffers 1d6 of Fire damage per round (the Mage's Impress Flames ability applies to each round of course), and the creature can attempt to put itself out with a DC 15 Reflex save (see the DMG, p. 303). This ability can be used out to Medium range, and it always hits.

Piercing Flames (Ex): From 3rd level on, a Fire Mage's Fire cuts through Fire Resistance, hardness, and Immunity. No more than ½ of the damage inflicted by his fire damage can be negated by hardness or immunity or resistance to Fire. In addition, the Fire Mage ignores the first 5 points of Fire Resistance that a target has.

Hand of Fire (Su): A 3rd level Fire Mage can set fire to their own body, causing them to count as armed at all times, even with unarmed attacks. The Fire Mage also causes an extra 1d6 of Fire damage with all melee attacks.

Fire Immunity (Ex): A 4th level Fire Mage is immune to Fire.

Smokeless Flame (Sp): A 4th level Fire Mage can create fires that produce no heat and do not burn. These fires can be anything from the size of a torch to a bonfire, and produce light accordingly. Each lasts until the next time the sun rises. Smokeless Flame can be created anywhere within Medium range.

Fireballs (Sp): A 5th level Fire Mage can hurl explosive fire anywhere within Long Range as a Full Round Action. This Fire explodes into a 20' radius burst and inflicts 1d6 of Fire Damage per level. All creatures within the area are entitled to a Reflex save to halve damage (DC 10 + ½ Level + Charisma Modifier).

Mindfire (Sp): A 6th level Fire Mage can start a Fire in a creature's mind, duplicating the effects of rage or confusion for a number of minutes equal to his Level. The victim must be within Medium Range, and is entitled to a Will Save to negate this effect (DC 10 + ½ Level + Charisma Modifier). This is a Mind influencing Compulsion effect.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Town Guard

Post by Wiseman »

Town Guard
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Size/Type: Medium Humanoid (Human)
Hit Dice: 2d8+2 (10hp)
Initiative: +1
Speed: 20ft.
Armor Class: 18 (+1 dex +5 chainmail +2 steel shield)
Base Attack/Grapple: +2/+3
Attack: Longsword +5 (1d8+3)
Full Attack: Longsword +5 (1d8+3)
Space/Reach: 5ft./5ft.
Special Attacks: N/A
Special Qualities: N/A
Saves: Fort +3 Reflex +3 Will +0
Abilities: Str 12 Dex 12 Con 12 Int 10 Wis 10 Cha 10
Skills: Spot +5, Knowledge (Local) +5, Diplomacy +5, Climb +6, Jump +6
Feats: -
Environment: Cities
Organization: Solitary, Pair, Squad (3-8), Force (10-30), DM Penis (50-∞)
Challenge Rating: 1
Treasure: Half Standard
Alignment: Any
Advancement: By Class Level
Level Adjustment: -

Charged with defending their homes from threats both internal and external, town guards do exactly their namesake. However, in a world full of dragons, demons, necromancers, and kender, they tend to meet their match fairly often, thus the need for adventurers.

Combat:

Martial Arts (Ex): All warriors, regardless of what else they might learn, are trained to fight with no weapons. They gain a natural slam attack dealing 1d4 damage (for a Medium creature), and may use it as a secondary attack if they wish. They are, of course, proficient with it.

Replaceable (Ex): Warriors represent the faceless hordes of mooks that wander the land. They are intended to be easy to use, and very easy to replace. Instead of worrying about the feats that a warrior has, simply give warriors +1 to attack and damage rolls with any weapons they are proficient in for each feat they would be eligible for.

Additionally, instead of worrying about allocating a warrior's skill points, simply select 4 + the warrior's Intelligence modifier in skills (1 extra for a human or any other race with a similar ability) and give warriors maximum ranks (3 + their level) in them.

Signature Weaponry (Ex): From 2nd level, warriors get additional training with all the equipment they can be expected to find nearby. They become proficient in all armour and weapons that are specific to their race. If such equipment does not exist, they become proficient with one exotic armour and one exotic weapon of their choice.

Special Training (Ex): 2nd level warriors have been taught a few things by their experiences. Any attacks made with their weapons (whether natural or manufactured) are considered magical for all purposes (such as damaging incorporeal creatures and bypassing DR X/magic) (this is considered a supernatural ability. Additionally, they choose one fighting style from the list below, and gain all the benefits of that style:

Sword and board: If wielding a shield, the warrior adds the shield's bonus to AC to their touch AC as well.
Last edited by Wiseman on Sun Dec 30, 2018 11:03 pm, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Drow Archpriestess
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Size/Type: Medium Fey (Elf)
Hit Dice: 13d8+54 (140hp)
Initiative: +5
Speed: 30ft.
Armor Class: 31 (+5 dex, +7 magic clothing, +5 deflection, +4 steel shield)
Base Attack/Grapple: +9/+12
Attack: +5 Unholy Mace +24 (1d8+2d6[unholy]+10)
Full Attack: +5 Unholy Mace +24/+19 (1d8+2d6[unholy]+10)
Space/Reach: 5ft./5ft.
Special Attacks: Spells, Spell-Like Abilities
Special Qualities: SR23
Saves: Fort +16 Reflex +13 Will +22
Abilities: Str 16 Dex 20 Con 18 Int 16 Wis 30 Cha 22
Skills:
Feats: Zen Warrior, Femme Fatale, Divine Protection, Infernal Taint, Aegis of Health
Environment: Underground
Organization: Self plus 2-8 drow warriors, 1-2 lesser priestesses, and 2 gargantuan monstrous spiders.
Challenge Rating: 13
Treasure: Double Standard plus +5 unholy mace and magic clothing and Peraipt of +4 wis and cloak of +4 Cha and ring of resistance +4
Alignment: Usually Chaotic Evil
Advancement: By Class Level
Level Adjustment: -

The ruling caste of dark elf society, the priestesses directly recieve the will of Lolth which they use to direct their kingdoms. They are ruthless and backstabbing, even by drow standards, and will not hestiate to kill anyone who gets in their way.

Combat:

Spell-Like Abilities: Faery Fire, Darkness, Dancing Lights

Typical Cleric Spells Prepared: (6/8/8/6/6/5/4/2
0- Detect Poison, Cure Minor Wounds, Fleeting Fame, Read Magic, Detect Magic, Attract Fine Vermin
1- Cure Light Wounds (2), Divine Favor, Entropic Shield, Protection from Good, Command, Doom, Ebon Eyes
2- Cure Moderate Wounds (2), Resist Energy, Aid, Body Ward, Hold Person, Desecrate, Frost Weapon
3- Cure Serious Wounds, Animate Dead, Shivering Touch, Blindsight, Blindness/Deafness, Slashing Darkness
4- Freedom of Movement, Divine Power (2), Spell Immunity, Giant Vermin, Pronouncement of Fate
5- Flame Strike, Wall of Stone, Boreal Wind, True Seeing, Righteous Might
6- Heal, Blade Barrier, Harm, Sarcophagus of Stone
7- Blasphemy, Wretched Blight
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Shrapnel »

I absolutely love the picture for the town guard.
Is this wretched demi-bee
Half asleep upon my knee
Some freak from a menagerie?
No! It's Eric, the half a bee
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Re: Town Guard

Post by radthemad4 »

Wiseman wrote:Town Guard
Image
Size/Type: Medium Humanoid (Human)
Hit Dice: 2d8+2 (10hp)
Initiative: +1
Speed: 20ft.
Armor Class: 18 (+1 dex +5 chainmail +2 steel shield)
Base Attack/Grapple: +2/+3
Attack: Longsword +5 (1d8+3)
Full Attack: Longsword +5 (1d8+3)
Space/Reach: 5ft./5ft.
Special Attacks: N/A
Special Qualities: N/A
Saves: Fort +3 Reflex +3 Will +0
Abilities: Str 12 Dex 12 Con 12 Int 10 Wis 10 Cha 10
Skills: Spot +5, Knowledge (Local) +5, Diplomacy +5, Climb +6, Jump +6
Feats: -
Environment: Cities
Organization: Solitary, Pair, Squad (3-8), Force (10-30), DM Penis (50-∞)
Challenge Rating: 1
Treasure: Half Standard
Alignment: Any
Advancement: By Class Level
Level Adjustment: -

Charged with defending their homes from threats both internal and external, town guards do exactly their namesake. However, in a world full of dragons, demons, necromancers, and kender, they tend to meet their match fairly often, thus the need for adventurers.

Combat:

Martial Arts (Ex): All warriors, regardless of what else they might learn, are trained to fight with no weapons. They gain a natural slam attack dealing 1d4 damage (for a Medium creature), and may use it as a secondary attack if they wish. They are, of course, proficient with it.

Replaceable (Ex): Warriors represent the faceless hordes of mooks that wander the land. They are intended to be easy to use, and very easy to replace. Instead of worrying about the feats that a warrior has, simply give warriors +1 to attack and damage rolls with any weapons they are proficient in for each feat they would be eligible for.

Additionally, instead of worrying about allocating a warrior's skill points, simply select 4 + the warrior's Intelligence modifier in skills (1 extra for a human or any other race with a similar ability) and give warriors maximum ranks (3 + their level) in them.

Signature Weaponry (Ex): From 2nd level, warriors get additional training with all the equipment they can be expected to find nearby. They become proficient in all armour and weapons that are specific to their race. If such equipment does not exist, they become proficient with one exotic armour and one exotic weapon of their choice.

Special Training (Ex): 2nd level warriors have been taught a few things by their experiences. Any attacks made with their weapons (whether natural or manufactured) are considered magical for all purposes (such as damaging incorporeal creatures and bypassing DR X/magic) (this is considered a supernatural ability. Additionally, they choose one fighting style from the list below, and gain all the benefits of that style:

Sword and board: If wielding a shield, the warrior adds the shield's bonus to AC to their touch AC as well.
A secondary natural slam and magical weapons seem a bit much for red shirts. It seems strange for run of the mill town guards to be able to affect ghosts and bypass DR/magic when most PCs of this level can't without taking Ghost Touch or something. Perhaps you could give them improved unarmed strike and have a slam obtainable as a fighting style.
Last edited by radthemad4 on Wed Aug 12, 2015 3:47 am, edited 10 times in total.
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Post by radthemad4 »

Wiseman wrote:Bandit
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Size/Type: Medium Humanoid (Human)
Hit Dice: 1d10+1d6+2 (12hp)
Initiative: +3
Speed: 30ft.
Armor Class: 15 (+2 leather, +3 dex)
Base Attack/Grapple: +1/+4
Attack: Longsword +4 (1d8+3) and Short Sword +4 (1d6+3)
Full Attack: Longsword +4 (1d8+3) and Short Sword (1d6+3)
Space/Reach: 5ft./5ft.
Special Attacks: Class Features
Special Qualities: Class Features
Saves: Fort +3 Reflex +7 Will +1
Abilities: Str 16 Dex 16 Con 12 Int 10 Wis 8 Cha 10
Skills:
Feats: Two-Weapon Fighting, Brutal Strike
Environment: Any
Organization: Solitary, Pair, Squad (3-10), Raid (20-50) or Camp (20-200)
Challenge Rating: 2
Treasure: Potion of Cure Light Wounds and Standard
Alignment: Usually Evil (Any)
Advancement: By Class Level (Favored Class: Any)
Level Adjustment: +0

Bandits are a common threat along well-traveled paths. From hidden camps they attack travelers and raid caravans, seeking wealth, food, or occasionally slaves.

Combat:
The above stats are for a Fighter 1/Rogue 1.
I get the feeling this is supposed be a Tome Fighter as he doesn't have 3 feats and based on the saves. He's got TWF, Sneak Attack and Exploding Sneak Attack Die and can reroll d20s. IMO Bandits are the kind of thing you'd like to throw at players in groups and should be a lot simpler to run. He'd be a decent miniboss though. I'd probably call him an Elite Bandit or something.
Last edited by radthemad4 on Tue Aug 11, 2015 8:56 pm, edited 2 times in total.
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Post by Prak »

Deep Freeze (Su): If a Huge or larger Ice Paramental succeeds on a grapple check it may encase the victim in ice, making them helpless. A successful Fortitude save (DC21) negates this. While encased, the victim takes the Paramental's Sheer Cold damage every round and on it's turns it may make a DC21 Strength or Escape Artist check to free itself.
Emphasis added. Was this supposed to be "Cold to the Touch?" Because there is no "sheer cold" trait mentioned:
Wiseman wrote:Absorb Cold (Ex): A Ice Paramental is healed on a point for point basis by cold damage. This does not apply to damage from other Paramentals or cold dominant traits.

Cold Mastery (Ex): While both the Ice Paramental and it's opponent are in ice or snow, or in an environment with temperatures below freezing the Ice Paramental gains a +3 bonus to attack and damage, has the Edge and it's opponent takes a -3 penalty to attack and damage against it.

Ice Strike (Ex): The elemental shapes it's hands into weapons to attack. This may deal slashing, bludgeoning, or piercing damage at the elementals option, and may be changed with each attack.

Ice Shot (Ex): A large or larger Ice Paramental can shoot a shard of ice as a ranged attack. This deals either both piercing and bludgeoning damage and has a range increment of 50ft.

[Deep freeze]

Cold to the Touch (Ex): An Ice Paramental deals 1d6/3CR (round up) extra cold damage to anything it comes into contact with (other than another Ice Paramental). Any creature that grapples it, or strikes it with natural weapons takes this damage as well.

Snowsight (Ex): As the spell.

Snow Movement (Ex): An Ice Paramental suffers no penalties from snow, ice or anything of the like.
That said, it looks pretty good. I'd be interested to see you stat other elementals, especially the paras, since my party will be fighting some in a session or two.

Edit: also, it seems that at least the Huge Ice Elemental's grapple mod is off by 2.
Last edited by Prak on Wed Aug 12, 2015 6:58 am, edited 1 time in total.
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You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Wiseman »

Nightmare
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Size/Type: Large Outsider (Evil, Extraplanar)
Hit Dice: 7d8+49 (100 hp)
Initiative: +6
Speed: 100ft.
Armor Class: 22 (+7 natural, +6 dex, -1 size)
Base Attack/Grapple: +7/+16
Attack: Hoof +12 (1d8+2d6[fire]+5)
Full Attack: 2 Hooves +12 (1d8+2d6[fire]+5)
Space/Reach: 10ft./5ft.
Special Attacks: Fiery Aura, Horror Cry, Spell-Like Abilities, Trample
Special Qualities: Skilled mount, Immunity to Fire, Run like the Devil, Telepathy 600ft.
Saves: Fort +12 Reflex +11 Will +9
Abilities: Str 20 Dex 22 Con 24 Int 14 Wis 18 Cha 20
Skills: Ride +26
Feats: Mounted Combat, Revised, Ride-by-Attack, Spirited Charge, Bat Out of HellB
Environment: Any Lower Plane
Organization: Solitary or Herd (10-30)
Challenge Rating: 7
Treasure: N/A
Alignment: Always Evil (Any)
Advancement: Cauchemar
Level Adjustment: -

Nightmares are the evil steeds of the Lower Planes. They look like large, powerful horses with a jet black coat. Nightmares have glowing red eyes, flaming orange nostrils, and hooves that burn like embers. Their long manes and tails are ragged and wild. They understand commands from any riders and communicate among themselves and others with telepathy.

Nightmares and their stronger form Cauchemars typically serve as mounts for a variety of creatures including fiends, efreet, blackguards, dark mages, liches and other dark beings. Though they have the appearance of a horse (albeit far more sinister) only a fool would treat one as a common beast. Nightmares are intelligent, and will not tolerate mistreatment. Should this happen, the nightmare will typically seek revenge, often by abandoning it's rider at a crucial moment in a battle.

Combat:

Skillful Mount (Ex): As a sapient creature, a nightmare is better able to work with it's rider. When a ride check would be called for, both the nightmare and the rider may make rolls. If either succeeds (and the nightmare has a +10 racial bonus to this check), the check succeeds. Additionally, it grands it's rider the benefits of any feats that modify mounted abilities or the ride skill.

Fiery Aura (Su): If it wishes, a nightmare may surround itself with a 15 foot aura of flame. All creatures with in this area gain 20% concealment and suffer 3d6 fire damage per round. Neither the nightmare nor it's rider suffer any damage or penalties from this effect.

Cry of Terror (Su): As a standard action the nightmare may neigh, subjecting all enemies within 100 feet to the effects of a Fear spell.

Run like the Devil (Ex): A Nightmare may run at five times it's speed and run indefinitely.

Pack Mule (Ex): A nightmare suffers no penalties for being under a medium or heavy load, and it's carry capacity is doubled.

Spell Like Abilities: Constant: Air Walk, At Will: Scorching Ray, Plane Shift, Astral Projection (CL20), Etherealness (CL20) Shadow Walk (CL20).
Last edited by Wiseman on Fri May 26, 2017 8:54 pm, edited 6 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Double post
Last edited by Wiseman on Sun Aug 16, 2015 3:22 am, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Orc Warrior
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Size/Type: Medium Humanoid (Orc)
Hit Dice: 2d12+4 (15 hp)
Initiative: +0
Speed: 20ft. (25 when raging) (30 without armor)
Armor Class: 13 (+3 hide armor)
Base Attack/Grapple: +2/+11
Attack: Greataxe +7 (1d12+7)
Full Attack: Greataxe +7 (1d12+7)
Space/Reach: 5ft./5ft.
Special Attacks: Rage, Rage Dice,
Special Qualities: Fast Healing 1, Combat Movement
Saves: Fort +5 Reflex +0 Will -1
Abilities: Str 20 Dex 10 Con 15 Int 8 Wis 9 Cha 7
Skills:
Feats: Juggernaut
Environment: Temperate Hills
Organization: Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 2
Treasure: Standard
Alignment: Any
Advancement: By Class level (Favored Class: Barbarian and Fighter)
Level Adjustment: +0

An orc warrior who fights on the front lines for the glory of his tribe.


Combat:

Rage (Ex): When doing melee damage to a foe or being struck by a foe, a Barbarian may choose to enter a Rage as an immediate action. While Raging, a Barbarian gains a +2 morale bonus to hit and damage in melee combat and may apply any Rage Dice he has to his melee damage rolls. He also gains a +2 to saves, a -2 to AC, and he gains DR X/- with “X” being equal to half his Barbarian level +2 (rounded down). For example, a 1st level Barbarian has DR 2/- while Raging and a 10th level Barbarian has DR 7/- while Raging.

While Raging, a Barbarian may not cast spells, activate magic items, use spell-like abilities, or drop his weapons or shield. Rage lasts until he has neither struck an enemy for three consecutive rounds nor suffered damage from an enemy for three consecutive rounds. He may voluntarily end a Rage as a full-round action.

Fast Healing (Ex): Barbarians shrug off wounds that would cripple a lesser man, and have learned to draw upon deep reserves of energy and stamina. At 1st level, they gain Fast Healing 1. At 5th level this becomes Fast Healing 5, Fast Healing 10 at 10th level, Fast Healing 15 at 15th level, and Fast Healing 20 at 20th level. This healing only applies while he is not raging.

A barbarian with levels in any other class does not acquire this ability, or loses it if they had it previously, until they have 4 or more levels in Barbarian.

Rage Dice (Ex): While Raging, a Barbarian may add these dice of damage to each of his melee attacks. These dice are not multiplied by damage multipliers, and are not applied to any bonus attacks beyond those granted by Base Attack Bonus. These dice are not sneak attack dice, and do not count as sneak attack dice for the prerequisites of prestige classes or feats.

Combat Movement (Ex): While Raging, a Barbarian moves faster in combat, and may add his Combat Movement to his speed when he takes a move action to move.

Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
Last edited by Wiseman on Sun Aug 16, 2015 3:34 am, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Magma Paramental

Post by Wiseman »

Magma Paramental
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Small Magma Paramental
Size/Type: Small Elemental (Earth, Extraplanar, Fire)
Hit Dice: 2d12+6 (20 hp)
Initiative: +0
Speed: 20ft.
Armor Class: 15 (+1 size +4 natural)
Base Attack/Grapple: +2/+1
Attack: Slam +6 (1d6+1d6[fire]+3)
Full Attack: 2 Slams +6 (1d6+1d6[fire]+3)
Space/Reach: 5ft./5ft.
Special Attacks: Burn,
Special Qualities: Elemental Traits, DR2/-
Saves: Fort+6 Reflex +0 Will +0
Abilities: Str 16 Dex 10 Con 16 Int 3 Wis 10 Cha 14
Skills:
Feats: Incinerate
Environment: Paraelemental Plane of Magma
Organization: Solitary, Pair, Group (3-10), or Swarm (11-30)
Challenge Rating: 2
Treasure: N/A
Alignment: Usually Neutral
Advancement: Medium Magma Paramental
Level Adjustment: +0

Medium Magma Paramental
Size/Type: Medium Elemental (Earth, Extraplanar, Fire)
Hit Dice: 4d12+16 (40 hp)
Initiative: +0
Speed: 20ft.
Armor Class: 18 (+8 natural)
Base Attack/Grapple: +4/+1
Attack: Slam +9 (1d8+2d6[fire]+5)
Full Attack: 2 Slams +9 (1d8+2d6[fire]+5)
Space/Reach: 5ft./5ft.
Special Attacks: Burn, Heat
Special Qualities: Elemental Traits, DR5/-
Saves: Fort+8 Reflex +1 Will +1
Abilities: Str 20 Dex 10 Con 18 Int 5 Wis 10 Cha 14
Skills:
Feats: Incinerate, Power Attack
Environment: Paraelemental Plane of Magma
Organization: Solitary, Pair Group (3-10) or Swarm (11-30)
Challenge Rating: 4
Treasure: N/A
Alignment: Usually Neutral
Advancement: Large Magma Paramental
Level Adjustment: +0

Large Magma Elemental
Size/Type: Large Elemental (Earth, Extraplanar, Fire)
Hit Dice: 6d12+36 (80hp)
Initiative: +0
Speed: 30ft.
Armor Class: 23 (+14 natural, -1 size)
Base Attack/Grapple: +6/+18
Attack: Ice Strike +14 (2d6+2d6(fire)+9) Magma Throw +7 (1d6+2d6[fire])
Full Attack: Ice Strike +14 (2d6+2d6(fire)+9) Magma Throw +7 (1d6+2d6[fire])
Space/Reach: 10ft./10ft.
Special Attacks: Burn, Heat, Magma Throw
Special Qualities: Fire Mastery, Elemental Traits, DR10/-
Saves: Fort +11 Reflex +2 Will +2
Abilities: Str 28, Dex 10 Con 22 Int 6 Wis 10 Cha 14
Skills:
Feats: Incinerate, Power Attack
Diehard
Environment: Paraelemental Plane of Magma
Organization: Solitary, Pair Group (3-10) or Swarm (11-30)
Challenge Rating: 6
Treasure: N/A
Alignment: Usually Neutral
Advancement: Huge Magma Paramental
Level Adjustment: +0



Huge Magma Paramental
Size/Type: Huge Elemental (Earth, Extraplanar, Fire)
Hit Dice: 8d12+56 (120 hp)
Initiative: +0
Speed: 40ft.
Armor Class: 26 (+18 natural, -2 size)
Base Attack/Grapple: +8/+28
Attack: Slam +16 (3d6+3d6[fire]+10) Magma Shot +6 (2d6+3d6[fire])
Full Attack: 2 Slam +16 (3d6+3d6[fire]+10) 2 Magma Shots +6 (2d6+3d6[fire])
Space/Reach: 15ft./15ft.
Special Attacks: Burn, Heat, Magma Throw,
Special Qualities: Fire Mastery, Elemental Traits, DR10/-
Saves: Fort +13 Reflex +2 Will +2
Abilities: Str 30 Dex 10 Con 24 Int 6 Wis 10 Cha 16
Skills:
Feats: Incinerate, Power Attack, Diehard
Environment: Paraelemental Plane of Magma
Organization: Solitary
Challenge Rating: 8
Treasure: N/A
Alignment: Usually Neutral
Advancement: Greater Magma Paramental
Level Adjustment: -

Greater Magma Paramental
Size/Type: Gargantuan Elemental (Earth, Extraplanar, Fire)
Hit Dice: 10d12+90 (170 hp)
Initiative: +0
Speed: 50ft.
Armor Class: 28 (+22 natural, -4 size)
Base Attack/Grapple: +10/+35
Attack: Slam+19 (4d6+4d6[Fire]+13) Ice Shot +6 (3d6+4d6[Fire])
Full Attack: 2 Slams +19 (4d6+4d6[fire]+13) 2 Magma Throws (3d6+4d6[fire])
Space/Reach: 20ft./20ft.
Special Attacks: Burn, Heat, Magma Throw, Erupt
Special Qualities: Fire Mastery, Elemental Traits, DR10/-
Saves: Fort +14 Reflex +3 Will +3
Abilities: Str 36 Dex 10 Con 28 Int 8 Wis 10 Cha 16
Skills:
Feats: Incinerate, Power Attack, Diehard, Breath of the Elements
Environment: Paraelemental Plane of Magma
Organization: Solitary
Challenge Rating: 10
Treasure: N/A
Alignment: Usually Neutral
Advancement: Elder Magma Paramental
Level Adjustment: -


Elder Magma Paramental
Size/Type: Gargantuan Elemental (Earth, Extraplanar, Fire)
Hit Dice: 12d12+120 (200 hp)
Initiative: +0
Speed: 60ft.
Armor Class: 30 (+24 natural, -4 size)
Base Attack/Grapple: +12/+39
Attack: Slam +21 (4d6+4d6[fire]+15) Magma Throw +8 (3d6+4d6[fire])
Full Attack: 2 Slams +21 (4d6+4d6[fire]+15) Magma Throw +8 (3d6+4d6[fire])
Space/Reach: 20ft./20ft.
Special Attacks: Burn, Heat, Erupt, Magma Throw, Death Throes
Special Qualities: Fire Mastery, Elemental Traits, DR15/-
Saves: Fort +18 Reflex +4 Will +4
Abilities: Str 40 Dex 10 Con 30 Int 10 Wis 10 Cha 18
Skills:
Feats: Incinerate, Power Attack, Diehard, Breath of the elements, Elemental Aura
Environment: Paraelemental Plane of Magma
Organization: Solitary
Challenge Rating: 12
Treasure: N/A
Alignment: Usually Neutral
Advancement: -
Level Adjustment: -

Absorb Fire (Ex): A Magma Paramental is healed on a point for point basis by fire damage. This does not apply to damage from other Magma Paramental or fire dominant traits.

Fire Mastery (Ex): When fighting opponents who are on fire or wielding flaming weapons, or located in environments above 120 degrees in temperature the Magma Paramental gains a +3 bonus to attack and damage, has the Edge and it's opponent takes a -3 penalty to attack and damage against it.

Heat (Ex): A medium or larger Magma Paramental heats up anything it comes into contact with. Any metal is affected as if by heat metal, and any land square it moves through radiates heat for a number of rounds equal to it's CR, dealing it's burn damage to anyone who comes into contact with it.

Magma Throw (Ex): A large or larger Magma Paramental can break off a chunk of itself and throw it at an enemy This deals bludgeoning damage and has a range increment of 50ft.

Burn (Ex): An Magma Paramental deals 1d6/3CR (round up) extra fire damage to anything it comes into contact with (other than another Magma Paramental). Any creature that grapples it, or strikes it with natural weapons or in any way comes into direct contact with it takes this damage as well. Additionally, hey must make a Reflex Save (Con based) or catch fire, taking the burn damage each round until extinguished.

Erupt (Su): A greater or stronger Magma Paramental is able to cause the land around it to explode in fire and ash. This area fills a cyllinder out to close range and with a height of 100 feet, dealing 1d6 fire damage per CR with a reflex save for half damage. Creatures who fail the save are also blinded for 5 rounds.

Death Throes (Su): When slain, an Elder Magma Paramental explodes dealing 1d6 fire damage in a 150 foot radius, with a reflex save for half damage. This damage ignores hardness and deals full damage to objects.

The Paraelemental Plane of Magma is often confused with the Elemental Plane of Fire. While the conditions on Magma are dangerous to outsiders for many of the same reasons, Magma’s as much about Earth as it is about Fire. That is, on the paraplane of Magma, the environment consists of molten rock – an uncommon substance on the plane of Fire, where there’s little rock to melt.

From the waist up, a magma paraelemental resembles a huge, stocky humanoid being, but the lower portion of its body is nothing but an amorphous mass of molten stone. Most of its upper body is black rock, but a reddish heat shines from within – particularly from the eyes and mouth of the creature.

Magma paraelementals almost never travel alone. They roam their plane in packs, living in large communities that seem to have no leaders at all. A group of paraelementals is usually harmonious, though distrustful of (or even hostile to) outsiders. They often war with the mephits of their paraplane – clashes that almost always end very badly for the mephits.
Last edited by Wiseman on Tue Aug 11, 2020 1:02 am, edited 3 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Prak »

Ooh, very nice. And before my PCs encounter the unwelcoming party too. The party paladin and druid with flaming weapons will be sad.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Wiseman »

Holy Dragon
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Size/Type: Large Magical Beast (Air, Cold, Draconic, Good)
Hit Dice: 10d12+70 (150hp)
Initiative: +4
Speed: 40ft. Fly: 120ft. (Good)
Armor Class: 28 (+5 dex, +10 natural, +4 deflection, -1 size)
Base Attack/Grapple: +10/+23
Attack: Holy Fang +23 (3d6+2d6[holy]+17)
Full Attack: Holy Fang +23 (3d6+2d6[holy]+18) and 2 Holy Claws +23 (1d8+2d6[holy]+14)
Space/Reach: 10ft./10ft.
Special Attacks: Spell-Like Abilities, Ice Breath, Holy Form,
Special Qualities: Scent, DR10/Evil, SR20, Immunity to Cold, Electricty, Sleep Effects, and Petrification, Acid and Fire Resistance 10, Omniglot, Telepathy (Medium Range), Skillful Mount, Snowsight, Snow Movement
Saves: Fort +14 Reflex +12 Will +14
Abilities: Str 28 Dex 20 Con 24 Int 20 Wis 24 Cha 24
Skills:
Feats: Power Attack, Deep Freeze, Sniper Breath Weapon, Flyby Attack,
Environment: Any Upper Plane
Organization: Solitary or Pair or Assault (Self+rider)
Challenge Rating: 10
Treasure: Triple Standard
Alignment: Always Good (Any)
Advancement: 12-14HD(huge) 15-17HD (Gargantuan) 18+HD (Colossal)
Level Adjustment: -

Holy dragons that come from the Upper Planes. Such creatures serve as mounts for celestials and paladins, though they do not take kindly to being treated as base animals. Strangely, it is not uncommon to find these creatures in the Lower Planes as well.

Holy dragons speak Celestial, Common, Draconic and Sylvan, though they can speak to almost any other creature due to their Tongues ability.

Combat:

Skillful Mount (Ex): As a sapient creature, a holy dragon is better able to work with it's rider. When a ride check would be called for, both the dragon and the rider may make rolls. If either succeeds (and the holy dragon has a +10 racial bonus to this check), the check succeeds.

Ice Breath (Su): As a standard action, a Holy Dragon may exhale a blast of freezing cold. This deals 1d6+1 cold damage per level in a cone out to 50ft with a Reflex Save (DC22) for half damage. Once used, it cannot be used again for 1d4 rounds.

Holy Form (Su): A Holy Dragons form is suffused with holy power. Any evil creature who comes into contact with a holy dragon takes 2d6 holy damage. This is likewise dealt with their natural weapons, which recieve an enhancement bonus of +1/3CR (round up) and are always primary. They also recieve a +1/3CR deflection bonus to AC.

Spell-Like Abilities: At Will: Cure Serious Wounds, Daylight, Fog Cloud, Magic Circle Against Evil, Detect Evil, Sleet Storm, Control Temperature (Colder only), 3/day: Control Winds, Invisibility, Deep Slumber, Wall of Ice, 1/day: Hiss of Sleep, Control Weather (may always make winter weather regardless of season).

Omniglot (Ex): A holy dragon is under a constant Tongues and Comprehend Languages effect.

Snowsight (Ex): As the Spell.

Snow Movement (Ex): A Holy Dragon suffers no penalties from blizzards, snow, ice or anything of the like.
Last edited by Wiseman on Fri Jul 12, 2019 4:20 am, edited 3 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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